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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* \file
* Main client/server loops.
*
* \date 2003-12-02
*
* Mainly deals with initialization and higher level socket
* maintenance (checking for lost connections and if data has arrived.)
* The reading of data is handled in lowlevel.c
*/
#include "global.h"
#include <arpa/inet.h>
#include <assert.h>
#include <errno.h>
#include <fcntl.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#ifndef WIN32 /* ---win32 exclude unix headers */
#include <sys/types.h>
#include <sys/time.h>
#include <netinet/in.h>
#include <netdb.h>
#endif /* end win32 */
#include "image.h"
#include "newserver.h"
#include "sockproto.h"
#include "sproto.h"
/*****************************************************************************
* Start of command dispatch area.
* The commands here are protocol commands.
****************************************************************************/
/* Either keep this near the start or end of the file so it is
* at least reasonablye easy to find.
* There are really 2 commands - those which are sent/received
* before player joins, and those happen after the player has joined.
* As such, we have function types that might be called, so
* we end up having 2 tables.
*/
/** Prototype for functions the client sends without player interaction. */
typedef void (*func_uint8_int_ns)(char *, int, socket_struct *);
/** Definition of a function the client sends without player interaction. */
struct client_cmd_mapping {
const char *cmdname; /**< Command name. */
const func_uint8_int_ns cmdproc; /**< Function to call. */
};
/** Prototype for functions used to handle player actions. */
typedef void (*func_uint8_int_pl)(char *, int, player *);
/** Definition of a function called in reaction to player's action. */
struct player_cmd_mapping {
const char *cmdname; /**< Command name. */
const func_uint8_int_pl cmdproc; /**< Function to call. */
const uint8_t flag; /**< If set, the player must be in the ST_PLAYING state for this command to be available. */
};
/**
* Dispatch tables for the server.
*
* CmdMapping is the dispatch table for the server, used in handle_client,
* which gets called when the client has input. All commands called here
* use the same parameter form (char *data, int len, int clientnum.
* We do implicit casts, because the data that is being passed is
* unsigned (pretty much needs to be for binary data), however, most
* of these treat it only as strings, so it makes things easier
* to cast it here instead of a bunch of times in the function itself.
* flag is 1 if the player must be in the playing state to issue the
* command, 0 if they can issue it at any time.
*/
/** Commands sent by the client reacting to player's actions. */
static const struct player_cmd_mapping player_commands[] = {
{ "examine", examine_cmd, 1 },
{ "apply", apply_cmd, 1 },
{ "move", move_cmd, 1 },
{ "reply", reply_cmd, 0 },
{ "ncom", (func_uint8_int_pl)new_player_cmd, 1 },
{ "lookat", look_at_cmd, 1 },
{ "lock", (func_uint8_int_pl)lock_item_cmd, 1 },
{ "mark", (func_uint8_int_pl)mark_item_cmd, 1 },
{ "inscribe", inscribe_scroll_cmd, 0 },
{ NULL, NULL, 0 } /* terminator */
};
/** Commands sent directly by client, when connecting or when needed. */
static const struct client_cmd_mapping client_commands[] = {
{ "addme", add_me_cmd },
{ "askface", send_face_cmd }, /* Added: phil */
{ "beat", NULL },
{ "requestinfo", request_info_cmd },
{ "setup", set_up_cmd },
{ "version", version_cmd },
{ "asksmooth", ask_smooth_cmd }, /*Added: tchize (smoothing technologies)*/
{ "accountlogin", account_login_cmd },
{ "accountnew", account_new_cmd },
{ "accountaddplayer", account_add_player_cmd },
{ "accountplay", account_play_cmd },
{ "accountpw", account_password },
{ "createplayer", create_player_cmd },
{ NULL, NULL } /* terminator (I, II & III)*/
};
/**
* request_info_cmd is sort of a meta command. There is some specific
* request of information, but we call other functions to provide
* that information.
* @param buf buffer containing the information requested.
* @param len length of buf, ignored.
* @param ns socket to write data to.
*/
void request_info_cmd(char *buf, int len, socket_struct *ns) {
char *params = NULL, *cp;
/* No match */
SockList sl;
if (len <= 0 || !buf) {
LOG(llevDebug, "IP '%s' sent bogus request_info_cmd information\n", ns->host);
return;
}
/* Set up replyinfo before we modify any of the buffers - this is used
* if we don't find a match.
*/
SockList_Init(&sl);
SockList_AddString(&sl, "replyinfo ");
SockList_AddString(&sl, buf);
/* find the first space, make it null, and update the
* params pointer.
*/
for (cp = buf; *cp != '\0'; cp++)
if (*cp == ' ') {
*cp = '\0';
params = cp+1;
break;
}
if (!strcmp(buf, "image_info"))
send_image_info(ns);
else if (!strcmp(buf, "image_sums"))
send_image_sums(ns, params);
else if (!strcmp(buf, "skill_info"))
send_skill_info(ns, params);
else if (!strcmp(buf, "spell_paths"))
send_spell_paths(ns, params);
else if (!strcmp(buf, "exp_table"))
send_exp_table(ns, params);
else if (!strcmp(buf, "race_list"))
send_race_list(ns, params);
else if (!strcmp(buf, "race_info"))
send_race_info(ns, params);
else if (!strcmp(buf, "class_list"))
send_class_list(ns, params);
else if (!strcmp(buf, "class_info"))
send_class_info(ns, params);
else if (!strcmp(buf, "rules"))
send_file(ns, "rules");
else if (!strcmp(buf, "motd"))
send_file(ns, "motd");
else if (!strcmp(buf, "news"))
send_file(ns, "news");
else if (!strcmp(buf,"newcharinfo"))
send_new_char_info(ns);
else if (!strcmp(buf,"startingmap"))
send_map_info(ns);
else if (!strcmp(buf, "knowledge_info"))
knowledge_send_info(ns);
else
Send_With_Handling(ns, &sl);
SockList_Term(&sl);
}
static int
handle_cmd(socket_struct *ns, player *pl, char *cmd, char *data, int len) {
/* Fuzz testing indicated a way to get a null command here
* --> make an empty command, but have a length.
* So, if we get here with a null command, log it and exit the function.
* Daniel Hawkins 2020-01-16
*/
if (cmd == NULL) {
LOG(llevDebug, "%s: missing command. Sending garbage?\n", ns->host);
return 0;
}
for (int i = 0; client_commands[i].cmdname != NULL; i++) {
if (strcmp(cmd, client_commands[i].cmdname) == 0) {
if (client_commands[i].cmdproc != NULL) {
client_commands[i].cmdproc(data, len, ns);
}
return 0;
}
}
/* Player must be in the playing state or the flag on the
* the command must be zero for the user to use the command -
* otherwise, a player cam save, be in the play_again state, and
* the map they were on getsswapped out, yet things that try to look
* at the map causes a crash. If the command is valid, but
* one they can't use, we still swallow it up.
*/
if (pl) {
for (int i = 0; player_commands[i].cmdname != NULL; i++) {
if (strcmp(cmd, player_commands[i].cmdname) == 0) {
if (pl->state == ST_PLAYING || player_commands[i].flag == 0) {
player_commands[i].cmdproc(data, len, pl);
}
return 1;
}
}
}
LOG(llevDebug, "%s: invalid command '%s'\n", ns->host, cmd);
return 0;
}
/**
* Handle commands from a client. This function should only be called when
* the socket is readable. If an error occurs, the socket status will be set
* to Ns_Dead; it is up to the caller to clean it up.
*
* @param ns Socket sending the command
* @param pl Player associated with this socket, or NULL
* @return If the main loop should continue processing this client.
*/
bool handle_client(socket_struct *ns, player *pl) {
/* Loop through this - maybe we have several complete packets here. */
/* Command_count is used to limit the number of requests from
* clients that have not logged in - we do not want an unauthenticated
* connection to spew us with hundreds of requests. As such,
* this counter is only increased in the case of socket level commands.
* Note that this also has the effect of throttling down face and other
* socket commands from the client. As such, if we have a player attached,
* we will process more of these, as getting a fair number when entering
* a map may not be uncommon.
*/
int command_count = 0;
while (command_count < 5 || (pl && command_count < 25)) {
if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
// Skip processing players with no turns left.
return false;
}
int status = SockList_ReadPacket(ns->fd, &ns->inbuf, sizeof(ns->inbuf.buf)-1);
if (status != 1) {
if (status < 0) {
ns->status = Ns_Dead;
}
return false;
}
/* Since we have a full packet, reset last tick time. */
ns->last_tick = 0;
SockList_NullTerminate(&ns->inbuf);
assert(ns->inbuf.len >= 2);
char *data;
char *cmd = strtok_r((char *)ns->inbuf.buf + 2, " ", &data);
int got_player_cmd;
if (data != NULL) {
int rem = ns->inbuf.len - ((unsigned char *)data - ns->inbuf.buf);
got_player_cmd = handle_cmd(ns, pl, cmd, data, rem);
} else {
got_player_cmd = handle_cmd(ns, pl, cmd, NULL, 0);
}
SockList_ResetRead(&ns->inbuf);
if (got_player_cmd) {
return true;
}
command_count += 1;
/* Evil case, and not a nice workaround, but well...
* If we receive eg an accountplay command, the socket is copied
* to the player structure, and its faces_sent is set to NULL.
* This leads to issues when processing the next commands in the queue,
* especially if related to faces...
* So get out of here in this case, which we detect because faces_sent is NULL.
*/
if (ns->faces_sent == NULL) {
command_count = 6;
}
}
return false;
}
/*****************************************************************************
*
* Low level socket looping - select calls and watchdog udp packet
* sending.
*
******************************************************************************/
#ifdef WATCHDOG
/**
* Tell watchdog that we are still alive
*
* I put the function here since we should hopefully already be getting
* all the needed include files for socket support
*/
void watchdog(void) {
static int fd = -1;
static struct sockaddr_in insock;
if (fd == -1) {
struct protoent *protoent;
if ((protoent = getprotobyname("udp")) == NULL
|| (fd = socket(PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1) {
return;
}
insock.sin_family = AF_INET;
insock.sin_port = htons((unsigned short)13325);
insock.sin_addr.s_addr = inet_addr("127.0.0.1");
}
sendto(fd, (void *)&fd, 1, 0, (struct sockaddr *)&insock, sizeof(insock));
}
#endif
extern unsigned long todtick;
/**
* Waits for new connection when there is no one connected.
*/
static void block_until_new_connection(void) {
struct timeval Timeout;
fd_set readfs;
int cycles;
int i;
LOG(llevInfo, "Waiting for connections...\n");
cycles = 1;
do {
/* Every minutes is a bit often for updates - especially if nothing is going
* on. This slows it down to every 6 minutes.
*/
cycles++;
if (cycles%2 == 0)
tick_the_clock();
FD_ZERO(&readfs);
for (i = 0; i < socket_info.allocated_sockets && init_sockets[i].listen; i++)
if (init_sockets[i].status == Ns_Add)
FD_SET((uint32_t)init_sockets[i].fd, &readfs);
/* If fastclock is set, we need to seriously slow down the updates
* to the metaserver as well as watchdog. Do same for flush_old_maps() -
* that is time sensitive, so there is no good reason to call it 2000 times
* a second.
*/
if (settings.fastclock > 0) {
#ifdef WATCHDOG
if (cycles%120000 == 0) {
watchdog();
flush_old_maps();
}
#endif
if (cycles == 720000) {
metaserver_update();
cycles = 1;
}
Timeout.tv_sec = 0;
Timeout.tv_usec = 50;
} else {
Timeout.tv_sec = 60;
Timeout.tv_usec = 0;
if (cycles == 7) {
metaserver_update();
cycles = 1;
}
flush_old_maps();
}
} while (select(socket_info.max_filedescriptor, &readfs, NULL, NULL, &Timeout) == 0);
reset_sleep(); /* Or the game would go too fast */
}
/**
* Checks if file descriptor is valid.
*
* @param fd
* file descriptor to check.
* @return
* 1 if fd is valid, 0 else.
*/
static int is_fd_valid(int fd) {
#ifndef WIN32
return fcntl(fd, F_GETFL) != -1 || errno != EBADF;
#else
return 1;
#endif
}
/**
* Handle a new connection from a client.
* @param listen_fd file descriptor the request came from.
*/
static void new_connection(int listen_fd) {
int newsocknum = -1, j;
#ifdef HAVE_GETNAMEINFO
struct sockaddr_storage addr;
#else
struct sockaddr_in addr;
#endif
socklen_t addrlen = sizeof(addr);
#ifdef ESRV_DEBUG
LOG(llevDebug, "do_server: New Connection\n");
#endif
for (j = 0; j < socket_info.allocated_sockets; j++)
if (init_sockets[j].status == Ns_Avail) {
newsocknum = j;
break;
}
if (newsocknum == -1) {
/* If this is the case, all sockets currently in used */
init_sockets = realloc(init_sockets, sizeof(socket_struct)*(socket_info.allocated_sockets+1));
if (!init_sockets)
fatal(OUT_OF_MEMORY);
newsocknum = socket_info.allocated_sockets;
socket_info.allocated_sockets++;
init_sockets[newsocknum].listen = NULL;
init_sockets[newsocknum].faces_sent_len = get_faces_count();
init_sockets[newsocknum].faces_sent = calloc(get_faces_count(), sizeof(*init_sockets[newsocknum].faces_sent));
if (!init_sockets[newsocknum].faces_sent)
fatal(OUT_OF_MEMORY);
init_sockets[newsocknum].status = Ns_Avail;
}
if (newsocknum < 0) {
LOG(llevError, "FATAL: didn't allocate a newsocket?? alloc = %d, newsocknum = %d", socket_info.allocated_sockets, newsocknum);
fatal(SEE_LAST_ERROR);
}
init_sockets[newsocknum].fd = accept(listen_fd, (struct sockaddr *)&addr, &addrlen);
if (init_sockets[newsocknum].fd == -1) {
LOG(llevError, "accept failed: %s\n", strerror(errno));
} else {
char buf[MAX_BUF];
#ifndef HAVE_GETNAMEINFO
long ip;
#endif
socket_struct *ns;
ns = &init_sockets[newsocknum];
#ifdef HAVE_GETNAMEINFO
getnameinfo((struct sockaddr *) &addr, addrlen, buf, sizeof(buf), NULL, 0, NI_NUMERICHOST);
#else
ip = ntohl(addr.sin_addr.s_addr);
snprintf(buf, sizeof(buf), "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
#endif
if (checkbanned(NULL, buf)) {
LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
close(init_sockets[newsocknum].fd);
init_sockets[newsocknum].fd = -1;
} else {
init_connection(ns, buf);
}
}
}
/**
* Check whether the given socket's connection is alive or not.
*
* @return True if connection is active, false if not.
*/
bool connection_alive(socket_struct socket) {
// If the client doesn't send heartbeats, assume it's connected.
if (!socket.heartbeat) {
return true;
}
// If a client message was received recently, it's connected.
if (socket.last_tick < tick_length(BEAT_INTERVAL + 1)) {
return true;
}
return false;
}
/**
* Send updated stats, map, look, and inventory to the player.
*/
static void send_updates(player *pl) {
/* Update the players stats once per tick. More efficient than
* sending them whenever they change, and probably just as useful
*/
esrv_update_stats(pl);
if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
if (pl->last_weight != WEIGHT(pl->ob))
LOG(llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", (unsigned long)pl->last_weight, (unsigned long)WEIGHT(pl->ob));
}
/* draw_client_map does sanity checking that map is
* valid, so don't do it here.
*/
draw_client_map(pl->ob);
if (pl->socket.update_look)
esrv_draw_look(pl->ob);
if (pl->socket.update_inventory) {
if (pl->ob->container != NULL)
esrv_send_inventory(pl->ob, pl->ob->container);
pl->socket.update_inventory = 0;
}
}
/**
* This checks the sockets for input and exceptions, does the right thing.
*
* A bit of this code is grabbed out of socket.c
* There are 2 lists we need to look through - init_sockets is a list
*
*/
void do_server(void) {
fd_set tmp_read, tmp_exceptions;
int active = 0;
FD_ZERO(&tmp_read);
FD_ZERO(&tmp_exceptions);
for (int i = 0; i < socket_info.allocated_sockets; i++) {
if (init_sockets[i].status == Ns_Add && !is_fd_valid(init_sockets[i].fd)) {
LOG(llevError, "do_server: invalid waiting fd %d\n", i);
init_sockets[i].status = Ns_Dead;
}
if (init_sockets[i].status == Ns_Dead) {
LOG(llevInfo, "Disconnected from %s\n", init_sockets[i].host);
if (init_sockets[i].listen) {
/* try to reopen the listening socket */
init_listening_socket(&init_sockets[i]);
} else {
free_newsocket(&init_sockets[i]);
init_sockets[i].status = Ns_Avail;
}
} else if (init_sockets[i].status != Ns_Avail) {
FD_SET((uint32_t)init_sockets[i].fd, &tmp_read);
FD_SET((uint32_t)init_sockets[i].fd, &tmp_exceptions);
active++;
}
}
/* Go through the players. Let the loop set the next pl value,
* since we may remove some
*/
player *pl, *next;
for (pl = first_player; pl != NULL; ) {
if (pl->socket.status != Ns_Dead && !is_fd_valid(pl->socket.fd)) {
LOG(llevError, "do_server: invalid file descriptor for player %s [%s]: %d\n", (pl->ob && pl->ob->name) ? pl->ob->name : "(unnamed player?)", (pl->socket.host) ? pl->socket.host : "(unknown ip?)", pl->socket.fd);
pl->socket.status = Ns_Dead;
}
if (pl->socket.status == Ns_Dead) {
player *npl = pl->next;
save_player(pl->ob, 0);
leave(pl, 1);
final_free_player(pl);
pl = npl;
} else {
FD_SET((uint32_t)pl->socket.fd, &tmp_read);
FD_SET((uint32_t)pl->socket.fd, &tmp_exceptions);
pl = pl->next;
}
}
if (active == 1 && first_player == NULL)
block_until_new_connection();
long sleep_time = get_sleep_remaining();
if (sleep_time < 0) {
LOG(llevInfo, "skipping time (over by %ld ms)\n", -sleep_time/1000);
jump_time();
}
while (sleep_time > 0) {
socket_info.timeout.tv_sec = 0;
socket_info.timeout.tv_usec = sleep_time;
int pollret = select(socket_info.max_filedescriptor, &tmp_read, NULL,
&tmp_exceptions, &socket_info.timeout);
if (pollret == -1) {
if (errno != EINTR) {
LOG(llevError, "select failed: %s\n", strerror(errno));
}
return;
} else if (!pollret) {
return;
}
/* Check for any exceptions/input on the sockets */
for (int i = 0; i < socket_info.allocated_sockets; i++) {
/* listen sockets can stay in status Ns_Dead */
if (init_sockets[i].status != Ns_Add) {
continue;
}
if (FD_ISSET(init_sockets[i].fd, &tmp_exceptions)) {
free_newsocket(&init_sockets[i]);
init_sockets[i].status = Ns_Avail;
continue;
}
if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
if (init_sockets[i].listen)
new_connection(init_sockets[i].fd);
else
handle_client(&init_sockets[i], NULL);
}
}
/* This does roughly the same thing, but for the players now */
for (pl = first_player; pl != NULL; pl = next) {
next = pl->next;
if (pl->socket.status == Ns_Dead)
continue;
if (FD_ISSET(pl->socket.fd, &tmp_exceptions)) {
save_player(pl->ob, 0);
leave(pl, 1);
final_free_player(pl);
} else {
bool keep_processing = handle_client(&pl->socket, pl);
if (!keep_processing) {
FD_CLR(pl->socket.fd, &tmp_read);
}
/* There seems to be rare cases where next points to a removed/freed player.
* My belief is that this player does something (shout, move, whatever)
* that causes data to be sent to the next player on the list, but
* that player is defunct, so the socket codes removes that player.
* End result is that next now points at the removed player, and
* that has garbage data so we crash. So update the next pointer
* while pl is still valid. MSW 2007-04-21
*/
next = pl->next;
/* If the player has left the game, then the socket status
* will be set to this be the leave function. We don't
* need to call leave again, as it has already been called
* once.
*/
if (pl->socket.status == Ns_Dead) {
save_player(pl->ob, 0);
leave(pl, 1);
final_free_player(pl);
} else {
send_updates(pl);
}
}
}
sleep_time = get_sleep_remaining();
}
}
/**
* Send updates to players. Called once per tick.
*/
void update_players() {
player *pl, *next;
for (pl = first_player; pl != NULL; pl = next) {
next = pl->next;
send_updates(pl);
/* Increment time since last contact only if logged in. */
if (pl->state == ST_PLAYING) {
pl->socket.last_tick++;
if (!connection_alive(pl->socket)) {
// TODO: Handle a lost client connection.
LOG(llevDebug, "Lost client connection!\n");
}
if (pl->socket.tick)
send_tick(pl);
}
}
}
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